Friday, December 25, 2009

Experimental OpenCL C++ Bindings

Experimental OpenCL C++ Bindings:
http://www.khronos.org/registry/cl/

Tesla 512 Cores Per Card With 3 GB -6 GB of ECC Ram

Tesla 512 Cores Per Card With 3 GB - 6 GB of ECC Ram With Super High Precision For Scientific Calculations ( Can Fit 4 Of These Tesla Cards Into A Single U1 Runs On Linux And Windows And You Can Program Them With CUDA or OpenCL ):
http://www.nvidia.com/object/product_tesla_C2050_C2070_us.html

Applications:
http://www.nvidia.com/object/tesla_computing_solutions.html

Game Engine Networking and OSG Edit

Game Networking Engine Open Source (Used on commercial projects including Military Simulations and is also multi-threaded):
http://www.gillius.org/gne/

Cal 3D ( Character Animation Library is compatible with Open Scene Graph ) Good Solution???:
http://gna.org/projects/cal3d/
OSG Cal 3D :
http://osgcal.sourceforge.net/

Open AL ( 3D Game Engine Open Source Sound System Used On Many Major Commercial Games):
http://connect.creativelabs.com/openal/default.aspx

OSG Edit GUI Scenegraph Editor ( Download Through Subversion Only And Build With Scons works ):
http://osgedit.sourceforge.net/
OSG Edit Subversion Download:
http://sourceforge.net/scm/?type=svn&group_id=58946

OSG 2.96 Beta Out Headed To Version 3.0 ( I-Phone Support Almost Done ):
http://blog.openscenegraph.org/?p=196

Friday, December 11, 2009

Screen Space Post Processing with OpenCL NVidia

KD Trees with OpenCL Nvidia Screen Space Post Processing Effects:
http://developer.nvidia.com/object/nvision08-IRT.html

PPU (Post Processing Unit) Open Scene Graph: This system is ready to go with the Screen Space Rendering Techniques with OpenCL to achive the same results of the NVIDIA White Paper on the NVidia Scenegraph using Film Rendering Techniques in Real Time.
http://projects.tevs.eu/osgppu/

White Papers On PPU:
http://www.tevs.eu/files/refeiko.ppt
http://www.tevs.eu/files/osgppu_paris_talk.ppt

Monday, December 7, 2009

Bullet Physics Engine And Open Scene Graph

Open Scene Graph Also Supports Bullet:
http://code.google.com/p/osgbullet/wiki/BuildingOsgBullet

osgWorks is a Dependency for osgBullet above it covers some odds and ends:
http://code.google.com/p/osgworks/

Bullet: BulletMultiThreaded, MultiThreadedDemo, Gpu2dDemo, Gpu3dDemo are not supported on 64bit platforms. If anyone can code out the 64 bit parts that are needed that would be a big benefit to the community.
http://bulletphysics.org/wordpress/

Bullet Deformable Meshes and Terrain:
http://www.alexmac.cc/bullet-test/

Sunday, December 6, 2009

KD Trees Very Fast Optimization Method

KD Trees in certain situations can be one of the fastest optimization methods. Sometime 3,000 times faster over other optimization methods.

KD Tree Explanation:
http://en.wikipedia.org/wiki/Kd-tree

Different KD-Tree Methods:
http://www.cs.cmu.edu/~awm/animations/kdtree/

KD Tree Code Implementations Including SQL fast look up methods for Internal Database for same clunked paged geometry:
http://www.codeproject.com/KB/architecture/KDTree.aspx

KD Tree Demo:
http://donar.umiacs.umd.edu/quadtree/points/kdtree.html

KD Tree Uses In White Papers Including AI Systems:
https://www.autonlab.org/autonweb/facetedBrowser/tags

KD Tree Example with Open Scene Graph:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples

KD Trees Open Scene Graph: They also use KD-Trees for the database system breaking down the geometry under the shape node in the scenegraph hierarchy.
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuides/KdTree

Open Scene Graph Database System:
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01557.html

Scenegraphs Past, Present, and Future:
http://www.realityprime.com/articles/scenegraphs-past-present-and-future